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| [ASK] tentang jet time system | |
| | Pengirim | Message |
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aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: [ASK] tentang jet time system 2012-05-18, 20:46 | |
| ane mau nanya, gimana caranya ngatur Jet Time System, soalnya masa dirumah ada hujan .. | |
| | | marjoni01 Senior
Posts : 971 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Developer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 03:41 | |
| Btw, Udh baca petunjuknya blom? Kan ada tulisannya kayak gini : - Code:
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Disable auto-tint and auto-weather on maps:
In the map name ex. MAP001, add [JDN] in the name. Like so
MAP001 [JDN]
to disable only auto-tint, put in [TDN] to disable only auto-weather, put in [WDN] Artinya di Map name itu kasih kode kayak gitu biar gk ada auto tint atau auto weather Mohon maaf kalau salah | |
| | | ashm Veteran
Posts : 1131 Thanked : 8 Engine : RMVX Ace Skill : Intermediate Type : Event Designer
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| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 05:50 | |
| Betul kata yg di atas :plak
rubah nama map di map properties. Misal : rumah1. Jadi : [WDN] rumah1 | |
| | | aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 12:03 | |
| oh gitu,.. terus kalau ini gmn ya ? ane pake HUD tapi HUD nya gini .. - SS:
Gimana caranya biar di gambar pertama diilangin terus digambar kedua dimunculin ?
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| | | baszto Advance
Posts : 317 Thanked : 2
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 14:01 | |
| maaf kk kayak gtu kurang jelas, itu tergantung hudnya, biasanya sih ada switchnya, post aja script hudnya dsini | |
| | | aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 14:05 | |
| - baszto wrote:
- maaf kk kayak gtu kurang jelas, itu tergantung hudnya, biasanya sih ada switchnya, post aja script hudnya dsini
nih om script HUD nya.. - Code:
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#============================================================================== # HUD Menu 2 #============================================================================== # Author : OriginalWij # Version : 1.0 #==============================================================================
#============================================================================== # Config #==============================================================================
module OW_HUD2 # Disable switch (ID) [default = 1] DISABLE_SWITCH = 1 # Reverse menu rotation switch (ID) [default = 2] (switch ON = reverse) REVERSE = 2 # Button to change HUD display type [default = Input::Z] BUTTON = Input::Z # Above button toggles display? (false = HOLD to display) [default = true] BUTTON_TOGGLE = true # Buttons to cycle party leader (on-screen) [defaults = Input::L & Input::R] MAP_BUTTON_L = Input::L # cycle backward MAP_BUTTON_R = Input::R # cycle forward # Return to select actor from sub-menus? (if applicable) [default = true] RETURN_SELECT = true # Icons GOLD_ICON = 205 # money/gold window icon [default = 205] TIME_ICON = 188 # time window icon [default = 188] # Colors BACK_COLOR = Color.new( 0, 0, 0, 128) # HUD background color BAR_BACK_COLOR = Color.new(255, 255, 255, 255) # bar background color # Menu commands setup # (add/remove/insert commands here) # Syntax: COMMAND[index] = [Text, Icon-ID, Scene-to-call, Call select-actor?] COMMAND = [] # ← Do NOT Modify! COMMAND[0] = ["Items", 144, "Scene_Item.new" , false] COMMAND[1] = ["Skills", 128, "Scene_Skill.new(actor_index)" , true ] COMMAND[2] = ["Equipment", 40, "Scene_Equip.new(actor_index)" , true ] COMMAND[3] = ["Status", 137, "Scene_Status.new(actor_index)" , true ] COMMAND[4] = ["Save Game", 143, "Scene_File.new(true, false, false)" , false] COMMAND[5] = ["Load Game", 142, "Scene_File.new(false, false, false)", false] COMMAND[6] = ["Quit Game", 112, "Scene_End.new" , false] end
#============================================================================== # Game_Temp #==============================================================================
class Game_Temp #-------------------------------------------------------------------------- # Public Instance Variables (New) #-------------------------------------------------------------------------- attr_accessor :no_blur attr_accessor :return_index #-------------------------------------------------------------------------- # Initialize (Mod) #-------------------------------------------------------------------------- alias ow_hud2_game_temp_initialize initialize unless $@ def initialize ow_hud2_game_temp_initialize @no_blur = false @return_index = 0 end end
#============================================================================== # Game_System #==============================================================================
class Game_System #-------------------------------------------------------------------------- # Public Instance Variables (New) #-------------------------------------------------------------------------- attr_accessor :pressing_z #-------------------------------------------------------------------------- # Initialize (Mod) #-------------------------------------------------------------------------- alias ow_hud2_game_system_initialize initialize unless $@ def initialize ow_hud2_game_system_initialize @pressing_z = false end end
#============================================================================== # Game_Actor #==============================================================================
class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # Get Current XP (New) #-------------------------------------------------------------------------- def now_exp return @exp - @exp_list[@level] end #-------------------------------------------------------------------------- # Get Next Level Xp (New) #-------------------------------------------------------------------------- def next_exp lvl = @level + 1 return @exp_list[lvl] > 0 ? @exp_list[lvl] - @exp_list[@level] : 0 end end
#============================================================================== # Window_Base #==============================================================================
class Window_Base < Window #-------------------------------------------------------------------------- # Initialize (Mod) #-------------------------------------------------------------------------- alias ow_hud2_window_base_initialize initialize unless $@ def initialize(x, y, width, height) ow_hud2_window_base_initialize(x, y, width, height) @moving = false end #-------------------------------------------------------------------------- # Update (Mod) #-------------------------------------------------------------------------- alias ow_hud2_window_base_update update unless $@ def update ow_hud2_window_base_update if @moving if (self.x - @dest_x).abs > 0 or (self.y - @dest_y).abs > 0 self.x += @x_step self.y += @y_step self.opacity += @opacity_step self.contents_opacity += @opacity_step else @moving = false end end end #-------------------------------------------------------------------------- # Draw Class (Rewrite) #-------------------------------------------------------------------------- def draw_actor_class(actor, x, y) self.contents.font.color = text_color(20) self.contents.draw_text(x, y, 108, WLH, actor.class.name) end #-------------------------------------------------------------------------- # Move Window (New) #-------------------------------------------------------------------------- def move_to(dest_x, dest_y, duration, dest_opacity = 255) @dest_opacity = dest_opacity @moving = true @dest_x = dest_x @dest_y = dest_y @opacity_step = (@dest_opacity - self.opacity) / duration self.opacity += (@dest_opacity - self.opacity) % duration @x_step = (@dest_x - self.x) / duration @y_step = (@dest_y - self.y) / duration self.x += (@dest_x - self.x) % duration self.y += (@dest_y - self.y) % duration end #-------------------------------------------------------------------------- # Draw HUD Face Graphic (New) #-------------------------------------------------------------------------- def draw_hudface(actor, x, y, size = 96, enabled = true, character = false) bitmap = Cache.face(actor.face_name) rect = Rect.new(0, 0, 0, 0) rect.x = actor.face_index % 4 * 96 + (96 - size) / 2 rect.y = actor.face_index / 4 * 96 + (96 - size) / 2 rect.width = size rect.height = size alpha = enabled ? 255 : 128 self.contents.blt(x, y, bitmap, rect, alpha) bitmap.dispose draw_hudcharacter(actor, x + 96, y + 34, true) if character end #-------------------------------------------------------------------------- # Draw HUD Character Graphic (New) #-------------------------------------------------------------------------- def draw_hudcharacter(actor, x, y, enabled = true) return if actor.character_name == nil bitmap = Cache.character(actor.character_name) sign = actor.character_name[/^[\!\$]./] if sign != nil and sign.include?('$') cw = bitmap.width / 3 ch = bitmap.height / 4 else cw = bitmap.width / 12 ch = bitmap.height / 8 end n = actor.character_index src_rect = Rect.new((n % 4 * 3 + 1) * cw, (n / 4 * 4) * ch, cw, ch) alpha = enabled ? 255 : 128 self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect, alpha) end #-------------------------------------------------------------------------- # Draw Gauge (New) #-------------------------------------------------------------------------- def draw_gauge(x, y, now, max, gc1, gc2, width = 120) gw = width * now / max black = Color.new(0, 0, 0, gc1.alpha) white = Color.new(255, 255, 255, gc1.alpha) self.contents.fill_rect(x - 2, y + WLH - 10, width + 4, 10, black) self.contents.fill_rect(x - 1, y + WLH - 9, width + 2, 8, white) self.contents.fill_rect(x, y + WLH - 8, width, 6, black) self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2) end #-------------------------------------------------------------------------- # Draw Mini Xp (New) #-------------------------------------------------------------------------- def draw_actor_mini_exp(actor, x, y, width = 120) xp = actor.now_exp.to_f / actor.next_exp * 100 self.contents.font.color = knockout_color self.contents.font.color = crisis_color if xp > 33.3 self.contents.font.color = power_up_color if xp > 66.6 self.contents.font.size = 14 text = sprintf("%3.1f" , xp) + "%" text = ' ' if actor.level == 99 self.contents.draw_text(x, y + 2, width + 4, WLH, text, 2) self.contents.font.size = Font.default_size end #-------------------------------------------------------------------------- # Draw Xp Gauge (New) #-------------------------------------------------------------------------- def draw_actor_exp_gauge(actor, x, y, width = 120, mini = false) now = actor.now_exp max = actor.next_exp c1 = Color.new(128, 0, 255) c2 = Color.new(255, 0, 255) draw_gauge(x, y, now, max, c1, c2, width) draw_actor_mini_exp(actor, x, y, width) if mini end end
#============================================================================== # Window_Gold #==============================================================================
class Window_Gold < Window_Base #-------------------------------------------------------------------------- # Refresh (Rewrite) #-------------------------------------------------------------------------- def refresh self.contents.clear draw_icon(OW_HUD2::GOLD_ICON, 108, 0) self.contents.draw_text(0, 0, 104, WLH, $game_party.gold, 2) end end
#============================================================================== # HUD Window (New) #==============================================================================
class Hud_Window < Window_Base #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize super(-13, -19, Graphics.width + 32, 104) self.opacity = 0 if $game_system.pressing_z refresh_party else refresh end end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @hud_actor = $game_party.members[0] self.contents.fill_rect(-2, 6, 136, 92, OW_HUD2::BACK_COLOR) draw_actor_graphic(@hud_actor, 15, 44) self.contents.fill_rect( 31, 15, 102, 8, OW_HUD2::BAR_BACK_COLOR) self.contents.fill_rect( 31, 37, 102, 8, OW_HUD2::BAR_BACK_COLOR) draw_actor_hp(@hud_actor, 32, 0, 100) draw_actor_mp(@hud_actor, 32, 22, 100) draw_hudactor_level(@hud_actor, 2, 48) end #-------------------------------------------------------------------------- # Refresh Party #-------------------------------------------------------------------------- def refresh_party self.contents.clear offset = self.contents.width / 4 - 1 for actor in $game_party.members index = $game_party.members.index(actor) x = index * offset self.contents.fill_rect(x - 2, 6, 136, 92, OW_HUD2::BACK_COLOR) draw_actor_graphic(actor, x + 15, 44) self.contents.fill_rect(x + 31, 15, 102, 8, OW_HUD2::BAR_BACK_COLOR) self.contents.fill_rect(x + 31, 37, 102, 8, OW_HUD2::BAR_BACK_COLOR) draw_actor_hp(actor, x + 32, 0, 100) draw_actor_mp(actor, x + 32, 22, 100) draw_hudactor_level(actor, x + 2, 48) end end #-------------------------------------------------------------------------- # Draw Level for HUD #-------------------------------------------------------------------------- def draw_hudactor_level(actor, x, y) draw_actor_exp_gauge(actor, x + 4, y - 4, 122, true) self.contents.font.size = 16 self.contents.font.color = system_color self.contents.draw_text(x, y, 32, WLH, Vocab::level_a) self.contents.font.color = normal_color self.contents.draw_text(x + 12, y, 24, WLH, actor.level, 2) self.contents.font.size = Font.default_size end end
#============================================================================== # Command_Window (New) #==============================================================================
class Command_Window < Window_Base #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize(x, y, text, index) super(x, y, 160, 56) @text = text @index = index refresh end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear self.contents.font.color = normal_color enabled = true if ($game_system.save_disabled and OW_HUD2::COMMAND[@index][2].include?("Scene_File.new(true,")) or (Dir.glob('Save*.rvdata').size == 0 and OW_HUD2::COMMAND[@index][2].include?("Scene_File.new(false,")) self.contents.font.color.alpha = 128 enabled = false end draw_icon(OW_HUD2::COMMAND[@index][1], 0, 0, enabled) self.contents.draw_text(28, 0, 100, WLH, @text, 0) end end
#============================================================================== # Time_Window (New) #==============================================================================
class Time_Window < Window_Base #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize(x, y) super(x, y, 160, 56) refresh end #-------------------------------------------------------------------------- # Update #-------------------------------------------------------------------------- def update super refresh end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @count = Graphics.frame_count / Graphics.frame_rate hour = @count / 60 / 60 min = @count / 60 % 60 sec = @count % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) draw_icon(OW_HUD2::TIME_ICON, 100, 0) self.contents.draw_text(0, 0, 96, WLH, time_string, 1) end end
#============================================================================== # ActorStatus_Window (New) #==============================================================================
class ActorStatus_Window < Window_Selectable #-------------------------------------------------------------------------- # Initialize #-------------------------------------------------------------------------- def initialize(x, y, right = false) super(x, y, 160, 336) @right = right @party = [] if @right @party.push($game_party.members[2]) if $game_party.members[2] != nil @party.push($game_party.members[3]) if $game_party.members[3] != nil else @party.push($game_party.members[0]) @party.push($game_party.members[1]) if $game_party.members[1] != nil end refresh self.active = false self.index = -1 self.openness = 0 end #-------------------------------------------------------------------------- # Refresh #-------------------------------------------------------------------------- def refresh self.contents.clear @item_max = @party.size count = 0 for actor in @party y = count * 160 draw_hudface(actor, 16, y + 2, 96, false, true) draw_actor_name(actor, 0, y) draw_actor_class(actor, 0, y + WLH * 1) draw_actor_state(actor, 16, y + WLH * 2) draw_actor_exp_gauge(actor, 4, y + WLH * 3, 120, true) draw_actor_level(actor, 0, y + WLH * 3) draw_actor_hp(actor, 0, y + WLH * 4, 128) draw_actor_mp(actor, 0, y + WLH * 5, 128) count += 1 end end #-------------------------------------------------------------------------- # Update cursor #-------------------------------------------------------------------------- def update_cursor if @index < 0 self.cursor_rect.empty elsif @index < @item_max self.cursor_rect.set(0, @index * 160, self.contents.width, 144) elsif @index >= 100 self.cursor_rect.set(0, (@index - 100) * 160, self.contents.width, 144) else self.cursor_rect.set(0, 0, self.contents.width, @item_max * 144) end end end
#============================================================================== # Scene_Base #==============================================================================
class Scene_Base #-------------------------------------------------------------------------- # Create Snapshot for Using as Background of Another Screen (Mod) #-------------------------------------------------------------------------- alias ow_hud2_scene_base_snap_for_back snapshot_for_background unless $@ def snapshot_for_background if $game_temp.no_blur $game_temp.background_bitmap.dispose $game_temp.background_bitmap = Graphics.snap_to_bitmap else ow_hud2_scene_base_snap_for_back end end #-------------------------------------------------------------------------- # Create Background for Menu Screen (Mod) #-------------------------------------------------------------------------- alias ow_hud2_scene_base_create_menu_back create_menu_background unless $@ def create_menu_background if $game_temp.no_blur @menuback_sprite = Sprite.new @menuback_sprite.bitmap = $game_temp.background_bitmap @menuback_sprite.color.set(0, 0, 0, 0) update_menu_background else ow_hud2_scene_base_create_menu_back end end end
#============================================================================== # Scene_Map #==============================================================================
class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # Start (Mod) #-------------------------------------------------------------------------- alias ow_hud2_scene_map_start start unless $@ def start ow_hud2_scene_map_start @hud_window = Hud_Window.new end #-------------------------------------------------------------------------- # Terminate (Mod) #-------------------------------------------------------------------------- alias ow_hud2_scene_map_terminate terminate unless $@ def terminate ow_hud2_scene_map_terminate @hud_window.dispose end #-------------------------------------------------------------------------- # Update (Mod) #-------------------------------------------------------------------------- alias ow_hud2_scene_map_update update unless $@ def update ow_hud2_scene_map_update unless $game_message.visible @hud_window.visible = !$game_switches[OW_HUD2::DISABLE_SWITCH] return if $game_map.interpreter.running? update_hud if @hud_window.visible end end #-------------------------------------------------------------------------- # Update HUD (New) #-------------------------------------------------------------------------- def update_hud @hud_window.update return if $game_player.moving? return if $game_party.members.size < 2 if Graphics.frame_count % 10 == 0 if $game_system.pressing_z @hud_window.refresh_party else @hud_window.refresh end end if Input.trigger?(OW_HUD2::MAP_BUTTON_R) Sound.play_save old_lead = $game_party.members.shift.id $game_party.remove_actor(old_lead) $game_party.add_actor(old_lead) $game_player.refresh if $game_system.pressing_z @hud_window.refresh_party else @hud_window.refresh end elsif Input.trigger?(OW_HUD2::MAP_BUTTON_L) Sound.play_save actors = [] $game_party.members.each{|actor| actors.push(actor.id)} actors.unshift(actors.pop) actors.each{|id| $game_party.remove_actor(id);$game_party.add_actor(id)} $game_player.refresh if $game_system.pressing_z @hud_window.refresh_party else @hud_window.refresh end elsif Input.trigger?(OW_HUD2::BUTTON) and OW_HUD2::BUTTON_TOGGLE Sound.play_cursor $game_system.pressing_z = !$game_system.pressing_z if $game_system.pressing_z @hud_window.refresh_party else @hud_window.refresh end elsif Input.trigger?(OW_HUD2::BUTTON) and !$game_system.pressing_z and !OW_HUD2::BUTTON_TOGGLE Sound.play_cursor @hud_window.refresh_party $game_system.pressing_z = true elsif !Input.press?(OW_HUD2::BUTTON) and $game_system.pressing_z and !OW_HUD2::BUTTON_TOGGLE Sound.play_cursor @hud_window.refresh $game_system.pressing_z = false end end #-------------------------------------------------------------------------- # Switch to Menu Screen (Mod) #-------------------------------------------------------------------------- alias ow_hud2_scene_map_call_menu call_menu unless $@ def call_menu $game_temp.no_blur = true ow_hud2_scene_map_call_menu end end
#============================================================================== # Scene_Menu #==============================================================================
class Scene_Menu < Scene_Base #-------------------------------------------------------------------------- # Initialize (Rewrite) #-------------------------------------------------------------------------- def initialize(menu_index = 0) @menu_index = menu_index @return_to_select = false if OW_HUD2::RETURN_SELECT @return_to_select = OW_HUD2::COMMAND[@menu_index][3] end end #-------------------------------------------------------------------------- # Start (Rewrite) #-------------------------------------------------------------------------- def start super @size = OW_HUD2::COMMAND.size - 1 @com_y = [182, 266] if @size > 2 min = 2 max = @size - 1 amount = max - min if amount > 0 offset = 108 / amount else offset = 0 end counter = 0 for i in min..max @com_y.push(236 - offset * counter) counter += 1 end end @com_y.push(98) @y_off = (Graphics.height - 416) / 2 create_menu_background create_command_window @gold_window = Window_Gold.new(0, Graphics.height - 56) @time_window = Time_Window.new(Graphics.width - 160, Graphics.height - 56) x = (Graphics.width - 192) / 2 y = (Graphics.height - 88) / 2 + 2 @selection = Window_Base.new(x, y, 192, 88) @selection.back_opacity = 192 @selection.z = 64 @actor_window_left = ActorStatus_Window.new(-160, 0) @actor_window_right = ActorStatus_Window.new(Graphics.width, 0, true) end #-------------------------------------------------------------------------- # Terminate (Rewrite) #-------------------------------------------------------------------------- def terminate super dispose_menu_background for i in 0..@size @command_window[i].dispose end @gold_window.dispose @time_window.dispose @selection.dispose @actor_window_left.dispose @actor_window_right.dispose end #-------------------------------------------------------------------------- # Update (Rewrite) #-------------------------------------------------------------------------- def update super update_menu_background if @return_to_select @return_to_select = false @scene_call = "$scene = " + OW_HUD2::COMMAND[@menu_index][2] $game_temp.return_index = @menu_index start_actor_selection end for i in 0..@size @command_window[i].update end @gold_window.update @time_window.update @selection.update @actor_window_left.update @actor_window_right.update if @command_window[@menu_index].active update_command_selection elsif update_actor_selection end end #-------------------------------------------------------------------------- # Wait (New) #-------------------------------------------------------------------------- def wait(duration) for w in 1..duration for i in 0..@size @command_window[i].update end @gold_window.update @time_window.update @selection.update @actor_window_left.update @actor_window_right.update Graphics.update end end #-------------------------------------------------------------------------- # Create Command Window (Rewrite) #-------------------------------------------------------------------------- def create_command_window @command_window = [] count = 0 x = (Graphics.width - 160) / 2 for i in @menu_index..@size y = @com_y[count] + @y_off @command_window[i] = Command_Window.new(x, y, OW_HUD2::COMMAND[i][0], i) if i == @menu_index op = 255 elsif (i == @menu_index + 1) or (@menu_index == 0 and i == @size) op = 255 else op = 128 end @command_window[i].opacity = op @command_window[i].back_opacity = op @command_window[i].contents_opacity = op @command_window[i].z = 1 @command_window[i].active = i == @menu_index count += 1 end if @menu_index != 0 for i in 0...@menu_index y = @com_y[count] + @y_off @command_window[i] = Command_Window.new(x, y, OW_HUD2::COMMAND[i][0], i) if (i == @menu_index - 1) or (@menu_index == @size and i == 0) op = 255 else op = 128 end @command_window[i].opacity = op @command_window[i].back_opacity = op @command_window[i].contents_opacity = op @command_window[i].z = 1 count += 1 end end @command_window[@menu_index].z = 100 if @menu_index == 0 @command_window[@size].z = 100 else @command_window[@menu_index - 1].z = 100 end if @menu_index == @size @command_window[0].z = 100 else @command_window[@menu_index + 1].z = 100 end end #-------------------------------------------------------------------------- # Move Command Windows (New) #-------------------------------------------------------------------------- def move_command_windows count = 0 for i in @menu_index..@size if i == @menu_index op = 255 elsif (i == @menu_index + 1) or (@menu_index == 0 and i == @size) op = 255 else op = 128 end cx = (Graphics.width - 160) / 2 y = @com_y[count] + @y_off @command_window[i].move_to(cx, y, 15, op) @command_window[i].back_opacity = op @command_window[i].contents_opacity = op @command_window[i].active = i == @menu_index count += 1 end if @menu_index != 0 for i in 0...@menu_index if (i == @menu_index - 1) or (@menu_index == @size and i == 0) op = 255 else op = 128 end cx = (Graphics.width - 160) / 2 y = @com_y[count] + @y_off @command_window[@menu_index].z = 100 @command_window[i].move_to(cx, y, 15, op) @command_window[i].back_opacity = op @command_window[i].contents_opacity = op count += 1 end end wait(10) for i in 0..@size @command_window[i].z = 1 @command_window[i].refresh end if @menu_index == 0 @command_window[@size].z = 100 else @command_window[@menu_index - 1].z = 100 end if @menu_index == @size @command_window[0].z = 100 else @command_window[@menu_index + 1].z = 100 end @command_window[@menu_index].z = 100 end #-------------------------------------------------------------------------- # Update Command Selection (Rewrite) #-------------------------------------------------------------------------- def update_command_selection if Input.trigger?(Input::B) Sound.play_cancel $game_temp.no_blur = false $scene = Scene_Map.new elsif Input.trigger?(Input::C) if $game_party.members.size == 0 and @menu_index < 4 Sound.play_buzzer return elsif $game_system.save_disabled and OW_HUD2::COMMAND[@menu_index][2].include?("Scene_File.new(true,") Sound.play_buzzer return elsif Dir.glob('Save*.rvdata').size == 0 and OW_HUD2::COMMAND[@menu_index][2].include?("Scene_File.new(false,") Sound.play_buzzer return end Sound.play_decision @scene_call = "$scene = " + OW_HUD2::COMMAND[@menu_index][2] $game_temp.return_index = @menu_index if OW_HUD2::COMMAND[@menu_index][3] == true start_actor_selection else eval(@scene_call) end elsif (Input.repeat?(Input::DOWN) and $game_switches[OW_HUD2::REVERSE]) or (Input.repeat?(Input::UP) and !$game_switches[OW_HUD2::REVERSE]) Sound.play_cursor @menu_index += 1 @menu_index = 0 if @menu_index == @size + 1 move_command_windows elsif (Input.repeat?(Input::UP) and $game_switches[OW_HUD2::REVERSE]) or (Input.repeat?(Input::DOWN) and !$game_switches[OW_HUD2::REVERSE]) Sound.play_cursor @menu_index -= 1 @menu_index = @size if @menu_index == -1 move_command_windows end end #-------------------------------------------------------------------------- # Start Actor Selection (Rewrite) #-------------------------------------------------------------------------- def start_actor_selection @actor_window_left.move_to(0, 0, 15) @actor_window_right.move_to(Graphics.width - 160, 0, 15) wait(7) @actor_window_left.open @actor_window_right.open @command_window[@menu_index].active = false if $game_party.last_actor_index > 1 @actor_window_right.active = true @actor_window_right.index = $game_party.last_actor_index - 2 else @actor_window_left.active = true @actor_window_left.index = $game_party.last_actor_index end end #-------------------------------------------------------------------------- # End Actor Selection (Rewrite) #-------------------------------------------------------------------------- def end_actor_selection @actor_window_left.move_to(-160, 0, 15) @actor_window_right.move_to(Graphics.width, 0, 15) wait(7) @actor_window_left.close @actor_window_right.close @command_window[@menu_index].active = true @actor_window_left.active = false @actor_window_right.active = false @actor_window_left.index = -1 @actor_window_right.index = -1 end #-------------------------------------------------------------------------- # Update Actor Selection (Rewrite) #-------------------------------------------------------------------------- def update_actor_selection if Input.trigger?(Input::B) Sound.play_cancel end_actor_selection elsif Input.trigger?(Input::C) if @actor_window_left.active actor_index = @actor_window_left.index else actor_index = @actor_window_right.index + 2 end $game_party.last_actor_index = actor_index Sound.play_decision eval(@scene_call) elsif Input.trigger?(Input::RIGHT) and @actor_window_left.active and $game_party.members.size > 2 Sound.play_cursor @actor_window_left.active = false @actor_window_right.index = @actor_window_left.index @actor_window_right.index = 0 if $game_party.members.size == 3 @actor_window_right.active = true @actor_window_left.index = -1 elsif Input.trigger?(Input::LEFT) and @actor_window_right.active Sound.play_cursor @actor_window_right.active = false @actor_window_left.index = @actor_window_right.index @actor_window_left.active = true @actor_window_right.index = -1 end end end
#============================================================================== # Scene_Item #==============================================================================
class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # Return to Original Screen (Rewrite) #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new($game_temp.return_index) end end
#============================================================================== # Scene_Skill #==============================================================================
class Scene_Skill < Scene_Base #-------------------------------------------------------------------------- # Return to Original Screen (Rewrite) #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new($game_temp.return_index) end end
#============================================================================== # Scene_Equip #==============================================================================
class Scene_Equip < Scene_Base #-------------------------------------------------------------------------- # Return to Original Screen (Rewrite) #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new($game_temp.return_index) end end
#============================================================================== # Scene_Status #==============================================================================
class Scene_Status < Scene_Base #-------------------------------------------------------------------------- # Return to Original Screen (Rewrite) #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new($game_temp.return_index) end end
#============================================================================== # Scene_File #==============================================================================
class Scene_File < Scene_Base #-------------------------------------------------------------------------- # Return to Original Screen (Rewrite) #-------------------------------------------------------------------------- def return_scene if @from_title $scene = Scene_Title.new elsif @from_event $scene = Scene_Map.new else $scene = Scene_Menu.new($game_temp.return_index) end end end
#============================================================================== # Scene_End #==============================================================================
class Scene_End < Scene_Base #-------------------------------------------------------------------------- # Return to Original Screen (Rewrite) #-------------------------------------------------------------------------- def return_scene $scene = Scene_Menu.new($game_temp.return_index) end end
| |
| | | baszto Advance
Posts : 317 Thanked : 2
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 14:15 | |
| itu make switch 1 kk, pas switch 1 dalam keadan on berarti hudnya kliatan, kalo switcnya off hudnya gak kliatan, tinggal disesuaikan. | |
| | | aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 14:33 | |
| itu buat di yang rumah udah keliatan, tapi buat ngilangin yang pas diintro nya itu gmn ? maaf banyak tanya, bingung banget ama script | |
| | | Adhe45 Senior
Posts : 665 Thanked : 4 Engine : RMXP Skill : Beginner Type : Spriter
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 14:41 | |
| @aneh jangan on kan swicth 1 di intro, kalo misal ada event yang pake swicth 1, ganti ke swicth yang lain. . . .
CMIIW. . . | |
| | | baszto Advance
Posts : 317 Thanked : 2
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 14:48 | |
| iya diintro sblum memulai semuanya, pastikan di event intro paling atas, control switch 1 off nah pas dibutuhin baru pake event control switch 1 on btw switch 1 jangan dipake, klo di skripnya masih make switch 1, klo switch 1 udah kepake sama yang laen, ubah switch yg di skrip sesuai switch yg kamu inginkan. nah tinggal disesuaikan....
| |
| | | aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 15:09 | |
| @adhe & Baszto : udah ane coba, tapi kok masih sama aja ? switch nya ane ganti ke 10 terus pas di intro ane matiin switch ke 10 tapi masih tetep muncul ,. | |
| | | Adhe45 Senior
Posts : 665 Thanked : 4 Engine : RMXP Skill : Beginner Type : Spriter
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 15:11 | |
| @aneh udah bener tu swicth nya diganti. . . tapi yang dimatiin bukan swicth10 tapi 1. . . | |
| | | aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 15:17 | |
| @adhe : masih tetep muncul .. bagian sini nya ane ganti - Code:
-
#============================================================================== # Config #==============================================================================
module OW_HUD2 # Disable switch (ID) [default = 1] DISABLE_SWITCH = 10 #tadi nya 1 | |
| | | baszto Advance
Posts : 317 Thanked : 2
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 15:38 | |
| @ts masak gabisa sih coba uplodin aja demo gemnya deh. | |
| | | larkuzo Advance
Posts : 445 Thanked : 12 Engine : RMXP Skill : Beginner Type : Event Designer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 18:07 | |
| Mungkin kelupaan di autorun. kalo gak di autorun, ya sama aja boong. switch nya gak akan mati | |
| | | aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 19:04 | |
| - baszto wrote:
- @ts masak gabisa sih coba uplodin aja demo gemnya deh.
nih om Link Date upload: 19-May-2012 Size: 1.76 MB sebenernya masih belum bisa disebut demo mungkin (?) - larkuzo wrote:
- Mungkin kelupaan di autorun. kalo gak di autorun, ya sama aja boong. switch nya gak akan mati
Udah kok gan.. | |
| | | marjoni01 Senior
Posts : 971 Thanked : 5 Engine : RMVX Ace Skill : Intermediate Type : Developer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 19:13 | |
| Uh actually kalau HUD buatan Orang itu sih ada bugnya Jadinya mau dihide gk bisa ktnya Tunggu2 saya cariin dulu fixnya seingatku ada | |
| | | larkuzo Advance
Posts : 445 Thanked : 12 Engine : RMXP Skill : Beginner Type : Event Designer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 19:51 | |
| Hmm, tapi setelah aku baca scriptnya (dengan pemahaman cetekku) aku mengambil kesimpulan mungkin hud nya akan hilang kalau switch nya di on kan, bukan di off. Harap maklum kalau salah | |
| | | aneh.lho Newbie
Posts : 50 Thanked : 0 Engine : RMVX Skill : Beginner Type : Writer
| Subyek: Re: [ASK] tentang jet time system 2012-05-19, 20:08 | |
| @larkuzo : udah diutak atik on off on off tetep ga bisa .. | |
| | | baszto Advance
Posts : 317 Thanked : 2
| Subyek: Re: [ASK] tentang jet time system 2012-05-20, 20:01 | |
| wah iya gabisa, kanapa ya? bug mungkin. maaf ane gaya2an doang mungkin kk2 scripter bisa mbantu..... | |
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| Subyek: Re: [ASK] tentang jet time system | |
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